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authorDev Random2014-04-02 00:32:29 -0400
committerMichael Cerquoni2014-04-03 12:45:43 -0400
commit4aa483777b244962b0bc8d4048cd8b9f021c40e6 (patch)
tree56f854addfdf169928458a38f0419fcfa293f713
parentReduced log levels for REST 404 errors to DEBUG (diff)
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Move new Estate commands to OpenSim.cs
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
-rw-r--r--OpenSim/Region/Application/OpenSim.cs137
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs184
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs25
3 files changed, 156 insertions, 190 deletions
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 5c3039d..544accf 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -45,6 +45,7 @@ using OpenSim.Framework.Servers;
45using OpenSim.Framework.Monitoring; 45using OpenSim.Framework.Monitoring;
46using OpenSim.Region.Framework.Interfaces; 46using OpenSim.Region.Framework.Interfaces;
47using OpenSim.Region.Framework.Scenes; 47using OpenSim.Region.Framework.Scenes;
48using OpenSim.Services.Interfaces;
48 49
49namespace OpenSim 50namespace OpenSim
50{ 51{
@@ -399,6 +400,16 @@ namespace OpenSim
399 "delete-region <name>", 400 "delete-region <name>",
400 "Delete a region from disk", 401 "Delete a region from disk",
401 RunCommand); 402 RunCommand);
403
404 m_console.Commands.AddCommand("Estates", false, "estate set owner",
405 "estate set owner <estate-id>[ <UUID> | <Firstname> <Lastname> ]",
406 "Sets the owner of the specified estate to the specified UUID or user. ",
407 SetEstateOwnerCommand);
408
409 m_console.Commands.AddCommand("Estates", false, "estate set name",
410 "estate set name <estate-id> <new name>",
411 "Sets the name of the specified estate to the specified value. New name must be unique.",
412 SetEstateNameCommand);
402 } 413 }
403 414
404 protected override void ShutdownSpecific() 415 protected override void ShutdownSpecific()
@@ -1165,6 +1176,130 @@ namespace OpenSim
1165 SceneManager.SaveCurrentSceneToArchive(cmdparams); 1176 SceneManager.SaveCurrentSceneToArchive(cmdparams);
1166 } 1177 }
1167 1178
1179 protected void SetEstateOwnerCommand(string module, string[] args)
1180 {
1181 string response = null;
1182
1183 Scene scene = SceneManager.CurrentOrFirstScene;
1184 IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
1185
1186 if (args.Length == 3)
1187 {
1188 response = "No estate specified.";
1189 }
1190 else
1191 {
1192 int estateId;
1193 if (!int.TryParse(args[3], out estateId))
1194 {
1195 response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
1196 }
1197 else
1198 {
1199 if (args.Length == 4)
1200 {
1201 response = "No user specified.";
1202 }
1203 else
1204 {
1205 UserAccount account = null;
1206
1207 // TODO: Is there a better choice here?
1208 UUID scopeID = UUID.Zero;
1209
1210 string s1 = args[4];
1211 if (args.Length == 5)
1212 {
1213 // attempt to get account by UUID
1214 UUID u;
1215 if (UUID.TryParse(s1, out u))
1216 {
1217 account = scene.UserAccountService.GetUserAccount(scopeID, u);
1218 if (account == null)
1219 response = String.Format("Could not find user {0}", s1);
1220 }
1221 else
1222 {
1223 response = String.Format("Invalid UUID {0}", s1);
1224 }
1225 }
1226 else
1227 {
1228 // attempt to get account by Firstname, Lastname
1229 string s2 = args[5];
1230 account = scene.UserAccountService.GetUserAccount(scopeID, s1, s2);
1231 if (account == null)
1232 response = String.Format("Could not find user {0} {1}", s1, s2);
1233 }
1234
1235 // If it's valid, send it off for processing.
1236 if (account != null)
1237 response = estateModule.SetEstateOwner(estateId, account);
1238
1239 if (response == String.Empty)
1240 {
1241 response = String.Format("Estate owner changed to {0} ({1} {2})", account.PrincipalID, account.FirstName, account.LastName);
1242 }
1243 }
1244 }
1245 }
1246
1247 // give the user some feedback
1248 if (response != null)
1249 MainConsole.Instance.Output(response);
1250 }
1251
1252 protected void SetEstateNameCommand(string module, string[] args)
1253 {
1254 string response = null;
1255
1256 Scene scene = SceneManager.CurrentOrFirstScene;
1257 IEstateModule estateModule = scene.RequestModuleInterface<IEstateModule>();
1258
1259 if (args.Length == 3)
1260 {
1261 response = "No estate specified.";
1262 }
1263 else
1264 {
1265 int estateId;
1266 if (!int.TryParse(args[3], out estateId))
1267 {
1268 response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
1269 }
1270 else
1271 {
1272 if (args.Length == 4)
1273 {
1274 response = "No name specified.";
1275 }
1276 else
1277 {
1278 // everything after the estate ID is "name"
1279 StringBuilder sb = new StringBuilder(args[4]);
1280 for (int i = 5; i < args.Length; i++)
1281 sb.Append (" " + args[i]);
1282
1283 string estateName = sb.ToString();
1284
1285 // send it off for processing.
1286 response = estateModule.SetEstateName(estateId, estateName);
1287
1288 if (response == String.Empty)
1289 {
1290 response = String.Format("Estate {0} renamed to \"{1}\"", estateId, estateName);
1291 }
1292 }
1293 }
1294 }
1295
1296 // give the user some feedback
1297 if (response != null)
1298 MainConsole.Instance.Output(response);
1299 }
1300
1301 #endregion
1302
1168 private static string CombineParams(string[] commandParams, int pos) 1303 private static string CombineParams(string[] commandParams, int pos)
1169 { 1304 {
1170 string result = String.Empty; 1305 string result = String.Empty;
@@ -1175,7 +1310,5 @@ namespace OpenSim
1175 result = result.TrimEnd(' '); 1310 result = result.TrimEnd(' ');
1176 return result; 1311 return result;
1177 } 1312 }
1178
1179 #endregion
1180 } 1313 }
1181} 1314}
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
index b1c4429..702b503 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
@@ -52,10 +52,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
52 52
53 protected EstateManagementModule m_module; 53 protected EstateManagementModule m_module;
54 54
55 // used to prevent multiple processing of commands when called from root region
56 private static string[] m_currentCmd = null;
57 private static EstateSettings m_estateSettings = null;
58
59 public EstateManagementCommands(EstateManagementModule module) 55 public EstateManagementCommands(EstateManagementModule module)
60 { 56 {
61 m_module = module; 57 m_module = module;
@@ -87,15 +83,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
87 83
88 m_module.Scene.AddCommand( 84 m_module.Scene.AddCommand(
89 "Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand); 85 "Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand);
90
91 m_module.Scene.AddCommand(
92 "Estates", m_module, "estate set owner", "estate set owner <estate-id>[ <UUID> | <Firstname> <Lastname> ]",
93 "Sets the owner of the specified estate to the specified UUID or user. ", SetEstateOwnerCommand);
94
95 m_module.Scene.AddCommand(
96 "Estates", m_module, "estate set name", "estate set name <estate-id> <new name>",
97 "Sets the name of the specified estate to the specified value. " +
98 "New name must be unique.", SetEstateNameCommand);
99 } 86 }
100 87
101 public void Close() {} 88 public void Close() {}
@@ -237,178 +224,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
237 es.EstateName, es.EstateID, m_module.UserManager.GetUserName(es.EstateOwner)); 224 es.EstateName, es.EstateID, m_module.UserManager.GetUserName(es.EstateOwner));
238 225
239 MainConsole.Instance.Output(report.ToString()); 226 MainConsole.Instance.Output(report.ToString());
240 }
241
242 protected void SetEstateOwnerCommand(string module, string[] args)
243 {
244 string response = null;
245
246 EstateSettings es = m_module.Scene.RegionInfo.EstateSettings;
247
248 if (args == m_currentCmd)
249 {
250 // HACK to propagate new estate info to Scene Regions
251 if (m_estateSettings != null && es.EstateID == m_estateSettings.EstateID)
252 es.EstateOwner = m_estateSettings.EstateOwner;
253
254 return;
255 }
256
257 // new command... clear out the old value
258 m_currentCmd = args;
259
260 if (args.Length == 3)
261 {
262 response = "No estate specified.";
263 }
264 else
265 {
266 int estateId;
267 if (!int.TryParse(args[3], out estateId))
268 {
269 response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
270 }
271 else
272 {
273 if (args.Length == 4)
274 {
275 response = "No user specified.";
276 }
277 else
278 {
279 UserAccount account = null;
280
281 // TODO: Is there a better choice here?
282 UUID scopeID = UUID.Zero;
283
284 string s1 = args[4];
285 if (args.Length == 5)
286 {
287 // attempt to get account by UUID
288 UUID u;
289 if (UUID.TryParse(s1, out u))
290 {
291 account = m_module.Scene.UserAccountService.GetUserAccount(scopeID, u);
292 if (account == null)
293 response = String.Format("Could not find user {0}", s1);
294 }
295 else
296 {
297 response = String.Format("Invalid UUID {0}", s1);
298 }
299 }
300 else
301 {
302 // attempt to get account by Firstname, Lastname
303 string s2 = args[5];
304 account = m_module.Scene.UserAccountService.GetUserAccount(scopeID, s1, s2);
305 if (account == null)
306 response = String.Format("Could not find user {0} {1}", s1, s2);
307 }
308
309 // If it's valid, send it off for processing.
310 if (account != null)
311 response = m_module.SetEstateOwner(estateId, account);
312
313 if (response == String.Empty)
314 {
315 response = String.Format("Estate owner changed to {0} ({1} {2})", account.PrincipalID, account.FirstName, account.LastName);
316
317 // save data for propagation to other Scene Regions
318 m_estateSettings = new EstateSettings();
319 m_estateSettings.EstateID = (uint)estateId;
320 m_estateSettings.EstateOwner = account.PrincipalID;
321
322 // update current Scene Region if appropriate
323 if (es.EstateID == estateId)
324 es.EstateOwner = account.PrincipalID;
325 }
326 else
327 {
328 m_estateSettings = null;
329 }
330 }
331 }
332 }
333
334 // give the user some feedback
335 if (response != null)
336 MainConsole.Instance.Output(response);
337 } 227 }
338
339 protected void SetEstateNameCommand(string module, string[] args)
340 {
341 string response = null;
342
343 EstateSettings es = m_module.Scene.RegionInfo.EstateSettings;
344
345 if (args == m_currentCmd)
346 {
347 // HACK to propagate new estate info to Scene Regions
348 if (m_estateSettings != null && es.EstateID == m_estateSettings.EstateID)
349 es.EstateName = m_estateSettings.EstateName;
350
351 return;
352 }
353
354 // new command... clear out the old value
355 m_currentCmd = args;
356
357 if (args.Length == 3)
358 {
359 response = "No estate specified.";
360 }
361 else
362 {
363 int estateId;
364 if (!int.TryParse(args[3], out estateId))
365 {
366 response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
367 }
368 else
369 {
370 if (args.Length == 4)
371 {
372 response = "No name specified.";
373 }
374 else
375 {
376 // everything after the estate ID is "name"
377 StringBuilder sb = new StringBuilder(args[4]);
378 for (int i = 5; i < args.Length; i++)
379 sb.Append (" " + args[i]);
380
381 string estateName = sb.ToString();
382
383 // send it off for processing.
384 response = m_module.SetEstateName(estateId, estateName);
385
386 if (response == String.Empty)
387 {
388 response = String.Format("Estate {0} renamed from \"{1}\" to \"{2}\"", estateId, es.EstateName, estateName);
389
390 // save data for propagation to other Scene Regions
391 m_estateSettings = new EstateSettings();
392 m_estateSettings.EstateID = (uint)estateId;
393 m_estateSettings.EstateName = estateName;
394
395 // update current Scene Region if appropriate
396 if (es.EstateID == estateId)
397 es.EstateName = estateName;
398 }
399 else
400 {
401 m_estateSettings = null;
402 }
403 }
404 }
405 }
406
407 // give the user some feedback
408 if (response != null)
409 MainConsole.Instance.Output(response);
410 }
411
412 #endregion 228 #endregion
413 } 229 }
414} \ No newline at end of file 230} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index ae956e6..54a7302 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -251,8 +251,17 @@ namespace OpenSim.Region.CoreModules.World.Estate
251 m_log.InfoFormat("[ESTATE]: Estate Owner for {0} changed to {1} ({2} {3})", dbSettings.EstateName, 251 m_log.InfoFormat("[ESTATE]: Estate Owner for {0} changed to {1} ({2} {3})", dbSettings.EstateName,
252 account.PrincipalID, account.FirstName, account.LastName); 252 account.PrincipalID, account.FirstName, account.LastName);
253 253
254 TriggerEstateInfoChange(); 254 // propagate the change
255 sendRegionHandshakeToAll(); 255 List<UUID> regions = Scene.GetEstateRegions(estateID);
256 UUID regionId = (regions.Count() > 0) ? regions.ElementAt(0) : UUID.Zero;
257 if (regionId != UUID.Zero)
258 {
259 ChangeDelegate change = OnEstateInfoChange;
260
261 if (change != null)
262 change(regionId);
263 }
264
256 } 265 }
257 return response; 266 return response;
258 } 267 }
@@ -289,8 +298,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
289 // make sure there's a log entry to document the change 298 // make sure there's a log entry to document the change
290 m_log.InfoFormat("[ESTATE]: Estate {0} renamed from \"{1}\" to \"{2}\"", estateID, oldName, newName); 299 m_log.InfoFormat("[ESTATE]: Estate {0} renamed from \"{1}\" to \"{2}\"", estateID, oldName, newName);
291 300
292 TriggerEstateInfoChange(); 301 // propagate the change
293 sendRegionHandshakeToAll(); 302 List<UUID> regions = Scene.GetEstateRegions(estateID);
303 UUID regionId = (regions.Count() > 0) ? regions.ElementAt(0) : UUID.Zero;
304 if (regionId != UUID.Zero)
305 {
306 ChangeDelegate change = OnEstateInfoChange;
307
308 if (change != null)
309 change(regionId);
310 }
294 } 311 }
295 } 312 }
296 return response; 313 return response;